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path: root/engines/wintermute/Base/BRenderSDL.cpp
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Diffstat (limited to 'engines/wintermute/Base/BRenderSDL.cpp')
-rw-r--r--engines/wintermute/Base/BRenderSDL.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/wintermute/Base/BRenderSDL.cpp b/engines/wintermute/Base/BRenderSDL.cpp
index 80c3372c62..f372335cf1 100644
--- a/engines/wintermute/Base/BRenderSDL.cpp
+++ b/engines/wintermute/Base/BRenderSDL.cpp
@@ -286,10 +286,10 @@ HRESULT CBRenderSDL::FadeToColor(uint32 Color, Common::Rect *rect) {
} else {
RECT rc;
Game->GetCurrentViewportRect(&rc);
- fillRect.left = rc.left;
- fillRect.top = rc.top;
- fillRect.setWidth(rc.right - rc.left);
- fillRect.setHeight(rc.bottom - rc.top);
+ fillRect.left = (int16)rc.left;
+ fillRect.top = (int16)rc.top;
+ fillRect.setWidth((int16)(rc.right - rc.left));
+ fillRect.setHeight((int16)(rc.bottom - rc.top));
}
ModTargetRect(&fillRect);
@@ -337,19 +337,19 @@ void CBRenderSDL::drawOpaqueFromSurface(Graphics::Surface *surf, Common::Rect *s
// Handle off-screen clipping
if (posY < 0) {
- img->h = MAX(0, (int)img->h - -posY);
+ img->h = (uint16)(MAX(0, (int)img->h - -posY));
img->pixels = (byte *)img->pixels + img->pitch * -posY;
posY = 0;
}
if (posX < 0) {
- img->w = MAX(0, (int)img->w - -posX);
+ img->w = (uint16)(MAX(0, (int)img->w - -posX));
img->pixels = (byte *)img->pixels + (-posX * 4);
posX = 0;
}
- img->w = CLIP((int)img->w, 0, (int)MAX((int)_renderSurface->w - posX, 0));
- img->h = CLIP((int)img->h, 0, (int)MAX((int)_renderSurface->h - posY, 0));
+ img->w = (uint16)(CLIP((int)img->w, 0, (int)MAX((int)_renderSurface->w - posX, 0)));
+ img->h = (uint16)(CLIP((int)img->h, 0, (int)MAX((int)_renderSurface->h - posY, 0)));
for (int i = 0; i < img->h; i++) {
void *destPtr = _renderSurface->getBasePtr(posX, posY + i);
@@ -457,10 +457,10 @@ const char *CBRenderSDL::GetName() {
HRESULT CBRenderSDL::SetViewport(int left, int top, int right, int bottom) {
Common::Rect rect;
// TODO: Hopefully this is the same logic that ScummVM uses.
- rect.left = left + _borderLeft;
- rect.top = top + _borderTop;
- rect.right = (right - left) * _ratioX;
- rect.bottom = (bottom - top) * _ratioY;
+ rect.left = (int16)(left + _borderLeft);
+ rect.top = (int16)(top + _borderTop);
+ rect.right = (int16)((right - left) * _ratioX);
+ rect.bottom = (int16)((bottom - top) * _ratioY);
// TODO fix this once viewports work correctly in SDL/landscape
#ifndef __IPHONEOS__